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Comparing deliantra/server/common/treasure.C (file contents):
Revision 1.7 by root, Sun Sep 3 00:18:40 2006 UTC vs.
Revision 1.73 by root, Sun Apr 20 05:24:55 2008 UTC

1
2/* 1/*
3 * static char *rcs_treasure_c = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
4 * "$Id: treasure.C,v 1.7 2006/09/03 00:18:40 root Exp $"; 3 *
5 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6
7/*
8 CrossFire, A Multiplayer game for X-windows
9
10 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
11 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
12 7 *
13 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify
14 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
15 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
16 (at your option) any later version. 11 * (at your option) any later version.
17 12 *
18 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
19 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
20 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
21 GNU General Public License for more details. 16 * GNU General Public License for more details.
22 17 *
23 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
24 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
25 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
26 21 * The authors can be reached via e-mail to <support@deliantra.net>
27 The authors can be reached via e-mail at crossfire-devel@real-time.com
28*/ 22 */
29
30#define ALLOWED_COMBINATION
31 23
32/* TREASURE_DEBUG does some checking on the treasurelists after loading. 24/* TREASURE_DEBUG does some checking on the treasurelists after loading.
33 * It is useful for finding bugs in the treasures file. Since it only 25 * It is useful for finding bugs in the treasures file. Since it only
34 * slows the startup some (and not actual game play), it is by default 26 * slows the startup some (and not actual game play), it is by default
35 * left on 27 * left on
36 */ 28 */
37#define TREASURE_DEBUG 29#define TREASURE_DEBUG
38 30
39/* TREASURE_VERBOSE enables copious output concerning artifact generation */ 31/* TREASURE_VERBOSE enables copious output concerning artifact generation */
32
40/* #define TREASURE_VERBOSE */ 33//#define TREASURE_VERBOSE
41 34
42#include <global.h> 35#include <global.h>
43#include <treasure.h> 36#include <treasure.h>
44#include <funcpoint.h> 37#include <funcpoint.h>
45#include <loader.h> 38#include <loader.h>
46 39
47
48static void change_treasure (treasure * t, object * op); /* overrule default values */
49extern char *spell_mapping[]; 40extern char *spell_mapping[];
50 41
51/* 42static treasurelist *first_treasurelist;
52 * Initialize global archtype pointers:
53 */
54 43
44static void change_treasure (treasure *t, object *op); /* overrule default values */
45
46typedef std::tr1::unordered_map<
47 const char *,
48 treasurelist *,
49 str_hash,
50 str_equal,
51 slice_allocator< std::pair<const char *const, treasurelist *> >,
52 true
53> tl_map_t;
54
55static tl_map_t tl_map;
56
57/*
58 * Searches for the given treasurelist
59 */
60treasurelist *
61treasurelist::find (const char *name)
62{
63 if (!name)
64 return 0;
65
66 auto (i, tl_map.find (name));
67
68 if (i == tl_map.end ())
69 return 0;
70
71 return i->second;
72}
73
74/*
75 * Searches for the given treasurelist in the globally linked list
76 * of treasurelists which has been built by load_treasures().
77 */
78treasurelist *
79treasurelist::get (const char *name)
80{
81 treasurelist *tl = find (name);
82
83 if (!tl)
84 {
85 tl = new treasurelist;
86
87 tl->name = name;
88 tl->next = first_treasurelist;
89 first_treasurelist = tl;
90
91 tl_map.insert (std::make_pair (tl->name, tl));
92 }
93
94 return tl;
95}
96
97//TODO: class method
55void 98void
56init_archetype_pointers () 99clear (treasurelist *tl)
57{ 100{
58 int prev_warn = warn_archetypes; 101 if (tl->items)
59 warn_archetypes = 1;
60 if (ring_arch == NULL)
61 ring_arch = find_archetype ("ring");
62 if (amulet_arch == NULL)
63 amulet_arch = find_archetype ("amulet");
64 if (staff_arch == NULL)
65 staff_arch = find_archetype ("staff");
66 if (crown_arch == NULL)
67 crown_arch = find_archetype ("crown");
68 warn_archetypes = prev_warn;
69}
70
71/*
72 * Allocate and return the pointer to an empty treasurelist structure.
73 */
74
75static treasurelist *
76get_empty_treasurelist (void)
77{
78 return new treasurelist;
79}
80
81/*
82 * Allocate and return the pointer to an empty treasure structure.
83 */
84//TODO: make this a constructor
85static treasure *
86get_empty_treasure (void)
87{
88 treasure *t = new treasure;
89
90 t->chance = 100;
91
92 return t;
93}
94
95/*
96 * Reads the lib/treasure file from disk, and parses the contents
97 * into an internal treasure structure (very linked lists)
98 */
99
100static treasure *
101load_treasure (FILE * fp, int *line)
102{
103 char buf[MAX_BUF], *cp, variable[MAX_BUF];
104 treasure *t = get_empty_treasure ();
105 int value;
106
107 nroftreasures++;
108 while (fgets (buf, MAX_BUF, fp) != NULL)
109 {
110 (*line)++;
111
112 if (*buf == '#')
113 continue;
114 if ((cp = strchr (buf, '\n')) != NULL)
115 *cp = '\0';
116 cp = buf;
117 while (isspace (*cp)) /* Skip blanks */
118 cp++;
119
120 if (sscanf (cp, "arch %s", variable))
121 {
122 if ((t->item = find_archetype (variable)) == NULL)
123 LOG (llevError, "Treasure lacks archetype: %s\n", variable);
124 }
125 else if (sscanf (cp, "list %s", variable))
126 t->name = variable;
127 else if (sscanf (cp, "change_name %s", variable))
128 t->change_arch.name = variable;
129 else if (sscanf (cp, "change_title %s", variable))
130 t->change_arch.title = variable;
131 else if (sscanf (cp, "change_slaying %s", variable))
132 t->change_arch.slaying = variable;
133 else if (sscanf (cp, "chance %d", &value))
134 t->chance = (uint8) value;
135 else if (sscanf (cp, "nrof %d", &value))
136 t->nrof = (uint16) value;
137 else if (sscanf (cp, "magic %d", &value))
138 t->magic = (uint8) value;
139 else if (!strcmp (cp, "yes"))
140 t->next_yes = load_treasure (fp, line);
141 else if (!strcmp (cp, "no"))
142 t->next_no = load_treasure (fp, line);
143 else if (!strcmp (cp, "end"))
144 return t;
145 else if (!strcmp (cp, "more"))
146 {
147 t->next = load_treasure (fp, line);
148 return t;
149 }
150 else
151 LOG (llevError, "Unknown treasure-command: '%s', last entry %s, line %d\n", cp, &t->name, *line);
152 } 102 {
153 LOG (llevError, "treasure lacks 'end'.\n"); 103 free_treasurestruct (tl->items);
154 return t; 104 tl->items = 0;
105 }
106
107 tl->total_chance = 0;
155} 108}
156 109
157#ifdef TREASURE_DEBUG 110#ifdef TREASURE_DEBUG
158/* recursived checks the linked list. Treasurelist is passed only 111/* recursived checks the linked list. Treasurelist is passed only
159 * so that the treasure name can be printed out 112 * so that the treasure name can be printed out
160 */ 113 */
161static void 114static void
162check_treasurelist (const treasure * t, const treasurelist * tl) 115check_treasurelist (const treasure *t, const treasurelist * tl)
163{ 116{
164 if (t->item == NULL && t->name == NULL)
165 LOG (llevError, "Treasurelist %s has element with no name or archetype\n", &tl->name);
166 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no)) 117 if (t->chance >= 100 && t->next_yes && (t->next || t->next_no))
167 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name); 118 LOG (llevError, "Treasurelist %s has element that has 100%% generation, next_yes field as well as next or next_no\n", &tl->name);
168 /* find_treasurelist will print out its own error message */ 119
169 if (t->name && *t->name)
170 (void) find_treasurelist (t->name);
171 if (t->next) 120 if (t->next)
172 check_treasurelist (t->next, tl); 121 check_treasurelist (t->next, tl);
122
173 if (t->next_yes) 123 if (t->next_yes)
174 check_treasurelist (t->next_yes, tl); 124 check_treasurelist (t->next_yes, tl);
125
175 if (t->next_no) 126 if (t->next_no)
176 check_treasurelist (t->next_no, tl); 127 check_treasurelist (t->next_no, tl);
177} 128}
178#endif 129#endif
179 130
180/* 131/*
181 * Opens LIBDIR/treasure and reads all treasure-declarations from it. 132 * Reads the lib/treasure file from disk, and parses the contents
133 * into an internal treasure structure (very linked lists)
134 */
135static treasure *
136read_treasure (object_thawer &f)
137{
138 treasure *t = new treasure;
139
140 f.next ();
141
142 for (;;)
143 {
144 coroapi::cede_to_tick ();
145
146 switch (f.kw)
147 {
148 case KW_arch:
149 t->item = archetype::find (f.get_str ());
150
151 if (!t->item)
152 {
153 f.parse_warn ("treasure references unknown archetype");
154 t->item = archetype::empty;
155 }
156
157 break;
158
159 case KW_list: f.get (t->name); break;
160 case KW_change_name: f.get (t->change_arch.name); break;
161 case KW_change_title: f.get (t->change_arch.title); break;
162 case KW_change_slaying: f.get (t->change_arch.slaying); break;
163 case KW_chance: f.get (t->chance); break;
164 case KW_nrof: f.get (t->nrof); break;
165 case KW_magic: f.get (t->magic); break;
166
167 case KW_yes: t->next_yes = read_treasure (f); continue;
168 case KW_no: t->next_no = read_treasure (f); continue;
169
170 case KW_end:
171 f.next ();
172 return t;
173
174 case KW_more:
175 t->next = read_treasure (f);
176 return t;
177
178 default:
179 if (!f.parse_error ("treasurelist", t->name))
180 goto error;
181
182 return t;
183 }
184
185 f.next ();
186 }
187
188 // not reached
189
190error:
191 delete t;
192 return 0;
193}
194
195/*
182 * Each treasure is parsed with the help of load_treasure(). 196 * Each treasure is parsed with the help of load_treasure().
183 */ 197 */
184 198treasurelist *
185void 199treasurelist::read (object_thawer &f)
186load_treasures (void)
187{ 200{
188 FILE *fp; 201 assert (f.kw == KW_treasure || f.kw == KW_treasureone);
189 char filename[MAX_BUF], buf[MAX_BUF], name[MAX_BUF];
190 treasurelist *previous = NULL;
191 treasure *t;
192 int comp, line = 0;
193 202
194 sprintf (filename, "%s/%s", settings.datadir, settings.treasures); 203 bool one = f.kw == KW_treasureone;
195 if ((fp = open_and_uncompress (filename, 0, &comp)) == NULL) 204 treasurelist *tl = treasurelist::get (f.get_str ());
196 { 205 clear (tl);
197 LOG (llevError, "Can't open treasure file.\n"); 206 tl->items = read_treasure (f);
207 if (!tl->items)
198 return; 208 return 0;
199 }
200 while (fgets (buf, MAX_BUF, fp) != NULL)
201 {
202 line++;
203 if (*buf == '#')
204 continue;
205 209
206 if (sscanf (buf, "treasureone %s\n", name) || sscanf (buf, "treasure %s\n", name))
207 {
208 treasurelist *tl = get_empty_treasurelist ();
209 tl->name = name;
210 if (previous == NULL)
211 first_treasurelist = tl;
212 else
213 previous->next = tl;
214 previous = tl;
215 tl->items = load_treasure (fp, &line);
216
217 /* This is a one of the many items on the list should be generated. 210 /* This is a one of the many items on the list should be generated.
218 * Add up the chance total, and check to make sure the yes & no 211 * Add up the chance total, and check to make sure the yes & no
219 * fields of the treasures are not being used. 212 * fields of the treasures are not being used.
220 */
221 if (!strncmp (buf, "treasureone", 11))
222 {
223 for (t = tl->items; t != NULL; t = t->next)
224 {
225#ifdef TREASURE_DEBUG
226 if (t->next_yes || t->next_no)
227 {
228 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->name : &t->name);
229 LOG (llevError, " the next_yes or next_no field is set\n");
230 }
231#endif
232 tl->total_chance += t->chance;
233 }
234 }
235 }
236 else
237 LOG (llevError, "Treasure-list %s didn't understand: %s, line %d\n", filename, buf, line);
238 }
239 close_and_delete (fp, comp);
240
241#ifdef TREASURE_DEBUG
242 /* Perform some checks on how valid the treasure data actually is.
243 * verify that list transitions work (ie, the list that it is supposed
244 * to transition to exists). Also, verify that at least the name
245 * or archetype is set for each treasure element.
246 */ 213 */
247 for (previous = first_treasurelist; previous != NULL; previous = previous->next) 214 if (one)
248 check_treasurelist (previous->items, previous); 215 {
249#endif 216 for (treasure *t = tl->items; t; t = t->next)
250} 217 {
218 if (t->next_yes || t->next_no)
219 {
220 LOG (llevError, "Treasure %s is one item, but on treasure %s\n", &tl->name, t->item ? &t->item->archname : &t->name);
221 LOG (llevError, " the next_yes or next_no field is set\n");
222 }
251 223
252/* 224 tl->total_chance += t->chance;
253 * Searches for the given treasurelist in the globally linked list 225 }
254 * of treasurelists which has been built by load_treasures(). 226 }
255 */
256 227
257treasurelist *
258find_treasurelist (const char *name)
259{
260 const char *tmp = shstr::find (name);
261 treasurelist *tl;
262
263 /* Special cases - randomitems of none is to override default. If
264 * first_treasurelist is null, it means we are on the first pass of
265 * of loading archetyps, so for now, just return - second pass will
266 * init these values.
267 */
268 if (!name || !*name)
269 return NULL;
270
271 if (tmp != NULL)
272 for (tl = first_treasurelist; tl != NULL; tl = tl->next)
273 if (tmp == tl->name)
274 return tl; 228 return tl;
275
276 LOG (llevError, "Couldn't find treasurelist %s\n", name);
277 return NULL;
278} 229}
279
280 230
281/* 231/*
282 * Generates the objects specified by the given treasure. 232 * Generates the objects specified by the given treasure.
283 * It goes recursively through the rest of the linked list. 233 * It goes recursively through the rest of the linked list.
284 * If there is a certain percental chance for a treasure to be generated, 234 * If there is a certain percental chance for a treasure to be generated,
287 * being generated. 237 * being generated.
288 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only 238 * If flag is GT_INVISIBLE, only invisible objects are generated (ie, only
289 * abilities. This is used by summon spells, thus no summoned monsters 239 * abilities. This is used by summon spells, thus no summoned monsters
290 * start with equipment, but only their abilities). 240 * start with equipment, but only their abilities).
291 */ 241 */
292
293
294static void 242static void
295put_treasure (object * op, object * creator, int flags) 243put_treasure (object *op, object *creator, int flags)
296{ 244{
297 object *tmp; 245 if (flags & GT_ENVIRONMENT)
298 246 {
299 /* Bit of a hack - spells should never be put onto the map. The entire 247 /* Bit of a hack - spells should never be put onto the map. The entire
300 * treasure stuff is a problem - there is no clear idea of knowing 248 * treasure stuff is a problem - there is no clear idea of knowing
301 * this is the original object, or if this is an object that should be created 249 * this is the original object, or if this is an object that should be created
302 * by another object. 250 * by another object.
303 */ 251 */
304 if (flags & GT_ENVIRONMENT && op->type != SPELL) 252 //TODO: flag such as objects... as such (no drop, anybody?)
305 { 253 if (op->type == SPELL)
306 op->x = creator->x; 254 {
307 op->y = creator->y; 255 op->destroy ();
256 return;
257 }
258
259 op->expand_tail ();
260
261 if (op->blocked (creator->map, creator->x, creator->y))
262 op->destroy ();
263 else
264 {
308 SET_FLAG (op, FLAG_OBJ_ORIGINAL); 265 SET_FLAG (op, FLAG_OBJ_ORIGINAL);
309 insert_ob_in_map (op, creator->map, op, INS_NO_MERGE | INS_NO_WALK_ON); 266 op->insert_at (creator, creator, INS_NO_MERGE | INS_NO_WALK_ON);
267 }
310 } 268 }
311 else 269 else
312 { 270 {
313 op = insert_ob_in_ob (op, creator); 271 op = creator->insert (op);
272
314 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER)) 273 if ((flags & GT_APPLY) && QUERY_FLAG (creator, FLAG_MONSTER))
315 monster_check_apply (creator, op); 274 monster_check_apply (creator, op);
316 if ((flags & GT_UPDATE_INV) && (tmp = is_player_inv (creator)) != NULL) 275
276 if (flags & GT_UPDATE_INV)
277 if (object *tmp = creator->in_player ())
317 esrv_send_item (tmp, op); 278 esrv_send_item (tmp, op);
318 } 279 }
319} 280}
320 281
321/* if there are change_xxx commands in the treasure, we include the changes 282/* if there are change_xxx commands in the treasure, we include the changes
322 * in the generated object 283 * in the generated object
323 */ 284 */
324static void 285static void
325change_treasure (treasure * t, object * op) 286change_treasure (treasure *t, object *op)
326{ 287{
327 /* CMD: change_name xxxx */ 288 /* CMD: change_name xxxx */
328 if (t->change_arch.name) 289 if (t->change_arch.name)
329 { 290 {
330 op->name = t->change_arch.name; 291 op->name = t->change_arch.name;
336 297
337 if (t->change_arch.slaying) 298 if (t->change_arch.slaying)
338 op->slaying = t->change_arch.slaying; 299 op->slaying = t->change_arch.slaying;
339} 300}
340 301
341void 302static void
342create_all_treasures (treasure * t, object * op, int flag, int difficulty, int tries) 303create_all_treasures (treasure *t, object *op, int flag, int difficulty, int tries)
343{ 304{
344 object *tmp;
345
346
347 if ((int) t->chance >= 100 || (RANDOM () % 100 + 1) < (int) t->chance) 305 if ((int) t->chance >= 100 || (rndm (100) + 1) < (int) t->chance)
348 { 306 {
349 if (t->name) 307 if (t->name)
350 { 308 {
351 if (strcmp (t->name, "NONE") && difficulty >= t->magic) 309 if (difficulty >= t->magic)
352 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 310 if (treasurelist *tl = treasurelist::find (t->name))
353 } 311 create_treasure (tl, op, flag, difficulty, tries);
312 else
313 LOG (llevError, "create_all_treasures: undefined reference to treasurelist '%s'.\n", &t->name);
314 }
354 else 315 else
355 { 316 {
356 if (t->item->clone.invisible != 0 || !(flag & GT_INVISIBLE)) 317 if (t->item && (t->item->invisible != 0 || !(flag & GT_INVISIBLE)))
357 { 318 {
358 tmp = arch_to_object (t->item); 319 object *tmp = arch_to_object (t->item);
320
359 if (t->nrof && tmp->nrof <= 1) 321 if (t->nrof && tmp->nrof <= 1)
360 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 322 tmp->nrof = rndm (t->nrof) + 1;
323
361 fix_generated_item (tmp, op, difficulty, t->magic, flag); 324 fix_generated_item (tmp, op, difficulty, t->magic, flag);
362 change_treasure (t, tmp); 325 change_treasure (t, tmp);
363 put_treasure (tmp, op, flag); 326 put_treasure (tmp, op, flag);
364 } 327 }
365 } 328 }
329
366 if (t->next_yes != NULL) 330 if (t->next_yes)
367 create_all_treasures (t->next_yes, op, flag, difficulty, tries); 331 create_all_treasures (t->next_yes, op, flag, difficulty, tries);
368 } 332 }
369 else if (t->next_no != NULL) 333 else if (t->next_no)
370 create_all_treasures (t->next_no, op, flag, difficulty, tries); 334 create_all_treasures (t->next_no, op, flag, difficulty, tries);
335
371 if (t->next != NULL) 336 if (t->next)
372 create_all_treasures (t->next, op, flag, difficulty, tries); 337 create_all_treasures (t->next, op, flag, difficulty, tries);
373} 338}
374 339
375void 340static void
376create_one_treasure (treasurelist * tl, object * op, int flag, int difficulty, int tries) 341create_one_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
377{ 342{
378 int value = RANDOM () % tl->total_chance; 343 int value = rndm (tl->total_chance);
379 treasure *t; 344 treasure *t;
380 345
381 if (tries++ > 100) 346 if (tries++ > 100)
382 { 347 {
383 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n"); 348 LOG (llevDebug, "create_one_treasure: tries exceeded 100, returning without making treasure\n");
384 return; 349 return;
385 } 350 }
351
386 for (t = tl->items; t != NULL; t = t->next) 352 for (t = tl->items; t; t = t->next)
387 { 353 {
388 value -= t->chance; 354 value -= t->chance;
355
389 if (value < 0) 356 if (value < 0)
390 break; 357 break;
391 } 358 }
392 359
393 if (!t || value >= 0) 360 if (!t || value >= 0)
394 {
395 LOG (llevError, "create_one_treasure: got null object or not able to find treasure\n"); 361 cleanup ("create_one_treasure: got null object or not able to find treasure\n", 1);
396 abort (); 362
397 return;
398 }
399 if (t->name) 363 if (t->name)
400 { 364 {
401 if (!strcmp (t->name, "NONE"))
402 return;
403 if (difficulty >= t->magic) 365 if (difficulty >= t->magic)
404 create_treasure (find_treasurelist (t->name), op, flag, difficulty, tries); 366 {
367 treasurelist *tl = treasurelist::find (t->name);
368 if (tl)
369 create_treasure (tl, op, flag, difficulty, tries);
370 }
405 else if (t->nrof) 371 else if (t->nrof)
406 create_one_treasure (tl, op, flag, difficulty, tries); 372 create_one_treasure (tl, op, flag, difficulty, tries);
407 return;
408 } 373 }
409 if ((t->item && t->item->clone.invisible != 0) || flag != GT_INVISIBLE) 374 else if (t->item && (t->item->invisible != 0 || flag != GT_INVISIBLE))
410 { 375 {
411 object *tmp = arch_to_object (t->item); 376 if (object *tmp = arch_to_object (t->item))
412 if (!tmp) 377 {
413 return;
414 if (t->nrof && tmp->nrof <= 1) 378 if (t->nrof && tmp->nrof <= 1)
415 tmp->nrof = RANDOM () % ((int) t->nrof) + 1; 379 tmp->nrof = rndm (t->nrof) + 1;
380
416 fix_generated_item (tmp, op, difficulty, t->magic, flag); 381 fix_generated_item (tmp, op, difficulty, t->magic, flag);
417 change_treasure (t, tmp); 382 change_treasure (t, tmp);
418 put_treasure (tmp, op, flag); 383 put_treasure (tmp, op, flag);
384 }
419 } 385 }
386}
387
388void
389object::create_treasure (treasurelist *tl, int flags)
390{
391 ::create_treasure (tl, this, flags, map ? map->difficulty : 0);
420} 392}
421 393
422/* This calls the appropriate treasure creation function. tries is passed 394/* This calls the appropriate treasure creation function. tries is passed
423 * to determine how many list transitions or attempts to create treasure 395 * to determine how many list transitions or attempts to create treasure
424 * have been made. It is really in place to prevent infinite loops with 396 * have been made. It is really in place to prevent infinite loops with
425 * list transitions, or so that excessively good treasure will not be 397 * list transitions, or so that excessively good treasure will not be
426 * created on weak maps, because it will exceed the number of allowed tries 398 * created on weak maps, because it will exceed the number of allowed tries
427 * to do that. 399 * to do that.
428 */ 400 */
429void 401void
430create_treasure (treasurelist * t, object * op, int flag, int difficulty, int tries) 402create_treasure (treasurelist *tl, object *op, int flag, int difficulty, int tries)
431{ 403{
404 // empty treasurelists are legal
405 if (!tl->items)
406 return;
432 407
433 if (tries++ > 100) 408 if (tries++ > 100)
434 { 409 {
435 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n"); 410 LOG (llevDebug, "createtreasure: tries exceeded 100, returning without making treasure\n");
436 return; 411 return;
437 } 412 }
413
414 if (op->flag [FLAG_TREASURE_ENV])
415 {
416 // do not generate items when there already is something above the object
417 if (op->flag [FLAG_IS_FLOOR] && op->above)
418 return;
419
420 flag |= GT_ENVIRONMENT;
421 }
422
438 if (t->total_chance) 423 if (tl->total_chance)
439 create_one_treasure (t, op, flag, difficulty, tries); 424 create_one_treasure (tl, op, flag, difficulty, tries);
440 else 425 else
441 create_all_treasures (t->items, op, flag, difficulty, tries); 426 create_all_treasures (tl->items, op, flag, difficulty, tries);
442} 427}
443 428
444/* This is similar to the old generate treasure function. However, 429/* This is similar to the old generate treasure function. However,
445 * it instead takes a treasurelist. It is really just a wrapper around 430 * it instead takes a treasurelist. It is really just a wrapper around
446 * create_treasure. We create a dummy object that the treasure gets 431 * create_treasure. We create a dummy object that the treasure gets
447 * inserted into, and then return that treausre 432 * inserted into, and then return that treausre
448 */ 433 */
449object * 434object *
450generate_treasure (treasurelist * t, int difficulty) 435generate_treasure (treasurelist *tl, int difficulty)
451{ 436{
452 object *ob = get_object (), *tmp; 437 difficulty = clamp (difficulty, 1, settings.max_level);
453 438
439 object *ob = object::create ();
440
454 create_treasure (t, ob, 0, difficulty, 0); 441 create_treasure (tl, ob, 0, difficulty, 0);
455 442
456 /* Don't want to free the object we are about to return */ 443 /* Don't want to free the object we are about to return */
457 tmp = ob->inv; 444 object *tmp = ob->inv;
458 if (tmp != NULL) 445 if (tmp)
459 remove_ob (tmp); 446 tmp->remove ();
447
460 if (ob->inv) 448 if (ob->inv)
461 {
462 LOG (llevError, "In generate treasure, created multiple objects.\n"); 449 LOG (llevError, "In generate treasure, created multiple objects.\n");
463 } 450
464 free_object (ob); 451 ob->destroy ();
465 return tmp; 452 return tmp;
466} 453}
467 454
468/* 455/*
469 * This is a new way of calculating the chance for an item to have 456 * This is a new way of calculating the chance for an item to have
471 * The array has two arguments, the difficulty of the level, and the 458 * The array has two arguments, the difficulty of the level, and the
472 * magical bonus "wanted". 459 * magical bonus "wanted".
473 */ 460 */
474 461
475static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = { 462static int difftomagic_list[DIFFLEVELS][MAXMAGIC + 1] = {
476/*chance of magic difficulty*/ 463// chance of magic difficulty
477/* +0 +1 +2 +3 +4 */ 464// +0 +1 +2 +3 +4
478 {95, 2, 2, 1, 0}, /*1 */ 465 {95, 2, 2, 1, 0}, // 1
479 {92, 5, 2, 1, 0}, /*2 */ 466 {92, 5, 2, 1, 0}, // 2
480 {85, 10, 4, 1, 0}, /*3 */ 467 {85, 10, 4, 1, 0}, // 3
481 {80, 14, 4, 2, 0}, /*4 */ 468 {80, 14, 4, 2, 0}, // 4
482 {75, 17, 5, 2, 1}, /*5 */ 469 {75, 17, 5, 2, 1}, // 5
483 {70, 18, 8, 3, 1}, /*6 */ 470 {70, 18, 8, 3, 1}, // 6
484 {65, 21, 10, 3, 1}, /*7 */ 471 {65, 21, 10, 3, 1}, // 7
485 {60, 22, 12, 4, 2}, /*8 */ 472 {60, 22, 12, 4, 2}, // 8
486 {55, 25, 14, 4, 2}, /*9 */ 473 {55, 25, 14, 4, 2}, // 9
487 {50, 27, 16, 5, 2}, /*10 */ 474 {50, 27, 16, 5, 2}, // 10
488 {45, 28, 18, 6, 3}, /*11 */ 475 {45, 28, 18, 6, 3}, // 11
489 {42, 28, 20, 7, 3}, /*12 */ 476 {42, 28, 20, 7, 3}, // 12
490 {40, 27, 21, 8, 4}, /*13 */ 477 {40, 27, 21, 8, 4}, // 13
491 {38, 25, 22, 10, 5}, /*14 */ 478 {38, 25, 22, 10, 5}, // 14
492 {36, 23, 23, 12, 6}, /*15 */ 479 {36, 23, 23, 12, 6}, // 15
493 {33, 21, 24, 14, 8}, /*16 */ 480 {33, 21, 24, 14, 8}, // 16
494 {31, 19, 25, 16, 9}, /*17 */ 481 {31, 19, 25, 16, 9}, // 17
495 {27, 15, 30, 18, 10}, /*18 */ 482 {27, 15, 30, 18, 10}, // 18
496 {20, 12, 30, 25, 13}, /*19 */ 483 {20, 12, 30, 25, 13}, // 19
497 {15, 10, 28, 30, 17}, /*20 */ 484 {15, 10, 28, 30, 17}, // 20
498 {13, 9, 27, 28, 23}, /*21 */ 485 {13, 9, 27, 28, 23}, // 21
499 {10, 8, 25, 28, 29}, /*22 */ 486 {10, 8, 25, 28, 29}, // 22
500 {8, 7, 23, 26, 36}, /*23 */ 487 { 8, 7, 23, 26, 36}, // 23
501 {6, 6, 20, 22, 46}, /*24 */ 488 { 6, 6, 20, 22, 46}, // 24
502 {4, 5, 17, 18, 56}, /*25 */ 489 { 4, 5, 17, 18, 56}, // 25
503 {2, 4, 12, 14, 68}, /*26 */ 490 { 2, 4, 12, 14, 68}, // 26
504 {0, 3, 7, 10, 80}, /*27 */ 491 { 0, 3, 7, 10, 80}, // 27
505 {0, 0, 3, 7, 90}, /*28 */ 492 { 0, 0, 3, 7, 90}, // 28
506 {0, 0, 0, 3, 97}, /*29 */ 493 { 0, 0, 0, 3, 97}, // 29
507 {0, 0, 0, 0, 100}, /*30 */ 494 { 0, 0, 0, 0, 100}, // 30
508 {0, 0, 0, 0, 100}, /*31 */ 495 { 0, 0, 0, 0, 100}, // 31
509}; 496};
510
511 497
512/* calculate the appropriate level for wands staves and scrolls. 498/* calculate the appropriate level for wands staves and scrolls.
513 * This code presumes that op has had its spell object created (in op->inv) 499 * This code presumes that op has had its spell object created (in op->inv)
514 * 500 *
515 * elmex Wed Aug 9 17:44:59 CEST 2006: 501 * elmex Wed Aug 9 17:44:59 CEST 2006:
516 * Removed multiplicator, too many high-level items were generated on low-difficulty maps. 502 * Removed multiplicator, too many high-level items were generated on low-difficulty maps.
517 */ 503 */
518
519int 504int
520level_for_item (const object * op, int difficulty) 505level_for_item (const object *op, int difficulty)
521{ 506{
522 int mult = 0, olevel = 0;
523
524 if (!op->inv) 507 if (!op->inv)
525 { 508 {
526 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name); 509 LOG (llevError, "level_for_item: Object %s has no inventory!\n", &op->name);
527 return 0; 510 return 0;
528 } 511 }
529 512
530 olevel = (int) (op->inv->level + (double) difficulty * (1 - drand48 () * drand48 () * 2)); 513 int olevel = op->inv->level + int (difficulty * (1. - rndm () * rndm () * 2.));
531 514
532 if (olevel <= 0) 515 if (olevel <= 0)
533 olevel = rndm (1, MIN (op->inv->level, 1)); 516 olevel = rndm (1, op->inv->level);
534 517
535 if (olevel > MAXLEVEL) 518 return min (olevel, MAXLEVEL);
536 olevel = MAXLEVEL;
537
538 return olevel;
539} 519}
540 520
541/* 521/*
542 * Based upon the specified difficulty and upon the difftomagic_list array, 522 * Based upon the specified difficulty and upon the difftomagic_list array,
543 * a random magical bonus is returned. This is used when determine 523 * a random magical bonus is returned. This is used when determine
546 * elmex Thu Aug 10 18:45:44 CEST 2006: 526 * elmex Thu Aug 10 18:45:44 CEST 2006:
547 * Scaling difficulty by max_level, as difficulty is a level and not some 527 * Scaling difficulty by max_level, as difficulty is a level and not some
548 * weird integer between 1-31. 528 * weird integer between 1-31.
549 * 529 *
550 */ 530 */
551
552int 531int
553magic_from_difficulty (int difficulty) 532magic_from_difficulty (int difficulty)
554{ 533{
555 int percent = 0, magic = 0; 534 int percent = 0, magic = 0;
556 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS); 535 int scaled_diff = (int) (((double) difficulty / settings.max_level) * DIFFLEVELS);
561 scaled_diff = 0; 540 scaled_diff = 0;
562 541
563 if (scaled_diff >= DIFFLEVELS) 542 if (scaled_diff >= DIFFLEVELS)
564 scaled_diff = DIFFLEVELS - 1; 543 scaled_diff = DIFFLEVELS - 1;
565 544
566 percent = RANDOM () % 100; 545 percent = rndm (100);
567 546
568 for (magic = 0; magic < (MAXMAGIC + 1); magic++) 547 for (magic = 0; magic < (MAXMAGIC + 1); magic++)
569 { 548 {
570 percent -= difftomagic_list[scaled_diff][magic]; 549 percent -= difftomagic_list[scaled_diff][magic];
571 550
572 if (percent < 0) 551 if (percent < 0)
573 break; 552 break;
574 } 553 }
575 554
576 if (magic == (MAXMAGIC + 1)) 555 if (magic == (MAXMAGIC + 1))
577 { 556 {
578 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty); 557 LOG (llevError, "Warning, table for difficulty (scaled %d) %d bad.\n", scaled_diff, difficulty);
579 magic = 0; 558 magic = 0;
580 } 559 }
581 560
582 magic = (RANDOM () % 3) ? magic : -magic; 561 magic = (rndm (3)) ? magic : -magic;
583 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */ 562 /* LOG(llevDebug, "Chose magic %d for difficulty (scaled %d) %d\n", magic, scaled_diff, difficulty); */
584 563
585 return magic; 564 return magic;
586} 565}
587 566
591 * This function doesn't work properly, should add use of archetypes 570 * This function doesn't work properly, should add use of archetypes
592 * to make it truly absolute. 571 * to make it truly absolute.
593 */ 572 */
594 573
595void 574void
596set_abs_magic (object * op, int magic) 575set_abs_magic (object *op, int magic)
597{ 576{
598 if (!magic) 577 if (!magic)
599 return; 578 return;
600 579
601 op->magic = magic; 580 op->magic = magic;
602 if (op->arch) 581 if (op->arch)
603 { 582 {
604 if (op->type == ARMOUR) 583 if (op->type == ARMOUR)
605 ARMOUR_SPEED (op) = (ARMOUR_SPEED (&op->arch->clone) * (100 + magic * 10)) / 100; 584 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op->arch) * (100 + magic * 10)) / 100;
606 585
607 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 586 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
608 magic = (-magic); 587 magic = (-magic);
609 op->weight = (op->arch->clone.weight * (100 - magic * 10)) / 100; 588 op->weight = (op->arch->weight * (100 - magic * 10)) / 100;
610 } 589 }
611 else 590 else
612 { 591 {
613 if (op->type == ARMOUR) 592 if (op->type == ARMOUR)
614 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100; 593 ARMOUR_SPEED (op) = (ARMOUR_SPEED (op) * (100 + magic * 10)) / 100;
615 if (magic < 0 && !(RANDOM () % 3)) /* You can't just check the weight always */ 594 if (magic < 0 && !(rndm (3))) /* You can't just check the weight always */
616 magic = (-magic); 595 magic = (-magic);
617 op->weight = (op->weight * (100 - magic * 10)) / 100; 596 op->weight = (op->weight * (100 - magic * 10)) / 100;
618 } 597 }
619} 598}
620 599
621/* 600/*
622 * Sets a random magical bonus in the given object based upon 601 * Sets a random magical bonus in the given object based upon
623 * the given difficulty, and the given max possible bonus. 602 * the given difficulty, and the given max possible bonus.
624 */ 603 */
625 604
626static void 605static void
627set_magic (int difficulty, object * op, int max_magic, int flags) 606set_magic (int difficulty, object *op, int max_magic, int flags)
628{ 607{
629 int i; 608 int i;
609
630 i = magic_from_difficulty (difficulty); 610 i = magic_from_difficulty (difficulty);
631 if ((flags & GT_ONLY_GOOD) && i < 0) 611 if ((flags & GT_ONLY_GOOD) && i < 0)
632 i = -i; 612 i = -i;
633 if (i > max_magic) 613 if (i > max_magic)
634 i = max_magic; 614 i = max_magic;
643 * 1) Since rings can have multiple bonuses, if the same bonus 623 * 1) Since rings can have multiple bonuses, if the same bonus
644 * is rolled again, increase it - the bonuses now stack with 624 * is rolled again, increase it - the bonuses now stack with
645 * other bonuses previously rolled and ones the item might natively have. 625 * other bonuses previously rolled and ones the item might natively have.
646 * 2) Add code to deal with new PR method. 626 * 2) Add code to deal with new PR method.
647 */ 627 */
648
649void 628void
650set_ring_bonus (object * op, int bonus) 629set_ring_bonus (object *op, int bonus)
651{ 630{
652 631
653 int r = RANDOM () % (bonus > 0 ? 25 : 11); 632 int r = rndm (bonus > 0 ? 25 : 11);
654 633
655 if (op->type == AMULET) 634 if (op->type == AMULET)
656 { 635 {
657 if (!(RANDOM () % 21)) 636 if (!(rndm (21)))
658 r = 20 + RANDOM () % 2; 637 r = 20 + rndm (2);
659 else 638 else
660 { 639 {
661 if (RANDOM () & 2) 640 if (rndm (2))
662 r = 10; 641 r = 10;
663 else 642 else
664 r = 11 + RANDOM () % 9; 643 r = 11 + rndm (9);
665 } 644 }
666 } 645 }
667 646
668 switch (r) 647 switch (r)
669 { 648 {
670 /* Redone by MSW 2000-11-26 to have much less code. Also, 649 /* Redone by MSW 2000-11-26 to have much less code. Also,
671 * bonuses and penalties will stack and add to existing values. 650 * bonuses and penalties will stack and add to existing values.
672 * of the item. 651 * of the item.
673 */ 652 */
674 case 0: 653 case 0:
675 case 1: 654 case 1:
676 case 2: 655 case 2:
677 case 3: 656 case 3:
678 case 4: 657 case 4:
679 case 5: 658 case 5:
680 case 6: 659 case 6:
681 set_attr_value (&op->stats, r, (signed char) (bonus + get_attr_value (&op->stats, r))); 660 op->stats.stat (r) += bonus;
682 break; 661 break;
683 662
684 case 7: 663 case 7:
685 op->stats.dam += bonus; 664 op->stats.dam += bonus;
686 break; 665 break;
687 666
688 case 8: 667 case 8:
689 op->stats.wc += bonus; 668 op->stats.wc += bonus;
690 break; 669 break;
691 670
692 case 9: 671 case 9:
693 op->stats.food += bonus; /* hunger/sustenance */ 672 op->stats.food += bonus; /* hunger/sustenance */
694 break; 673 break;
695 674
696 case 10: 675 case 10:
697 op->stats.ac += bonus; 676 op->stats.ac += bonus;
698 break; 677 break;
699 678
700 /* Item that gives protections/vulnerabilities */ 679 /* Item that gives protections/vulnerabilities */
701 case 11: 680 case 11:
702 case 12: 681 case 12:
703 case 13: 682 case 13:
704 case 14: 683 case 14:
705 case 15: 684 case 15:
706 case 16: 685 case 16:
707 case 17: 686 case 17:
708 case 18: 687 case 18:
709 case 19: 688 case 19:
710 { 689 {
711 int b = 5 + FABS (bonus), val, resist = RANDOM () % num_resist_table; 690 int b = 5 + abs (bonus), val, resist = rndm (num_resist_table);
712 691
713 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */ 692 /* Roughly generate a bonus between 100 and 35 (depending on the bonus) */
714 val = 10 + RANDOM () % b + RANDOM () % b + RANDOM () % b + RANDOM () % b; 693 val = 10 + rndm (b) + rndm (b) + rndm (b) + rndm (b);
715 694
716 /* Cursed items need to have higher negative values to equal out with 695 /* Cursed items need to have higher negative values to equal out with
717 * positive values for how protections work out. Put another 696 * positive values for how protections work out. Put another
718 * little random element in since that they don't always end up with 697 * little random element in since that they don't always end up with
719 * even values. 698 * even values.
720 */ 699 */
721 if (bonus < 0) 700 if (bonus < 0)
722 val = 2 * -val - RANDOM () % b; 701 val = 2 * -val - rndm (b);
723 if (val > 35) 702 if (val > 35)
724 val = 35; /* Upper limit */ 703 val = 35; /* Upper limit */
725 b = 0; 704 b = 0;
705
726 while (op->resist[resist_table[resist]] != 0 && b < 4) 706 while (op->resist[resist_table[resist]] != 0 && b < 4)
727 { 707 resist = rndm (num_resist_table);
728 resist = RANDOM () % num_resist_table; 708
729 } 709 if (b == 4)
730 if (b == 4)
731 return; /* Not able to find a free resistance */ 710 return; /* Not able to find a free resistance */
711
732 op->resist[resist_table[resist]] = val; 712 op->resist[resist_table[resist]] = val;
733 /* We should probably do something more clever here to adjust value 713 /* We should probably do something more clever here to adjust value
734 * based on how good a resistance we gave. 714 * based on how good a resistance we gave.
735 */ 715 */
736 break; 716 break;
737 } 717 }
738 case 20: 718 case 20:
739 if (op->type == AMULET) 719 if (op->type == AMULET)
740 { 720 {
741 SET_FLAG (op, FLAG_REFL_SPELL); 721 SET_FLAG (op, FLAG_REFL_SPELL);
742 op->value *= 11; 722 op->value *= 11;
743 } 723 }
744 else 724 else
745 { 725 {
746 op->stats.hp = 1; /* regenerate hit points */ 726 op->stats.hp = 1; /* regenerate hit points */
747 op->value *= 4; 727 op->value *= 4;
748 } 728 }
749 break; 729 break;
750 730
751 case 21: 731 case 21:
752 if (op->type == AMULET) 732 if (op->type == AMULET)
753 { 733 {
754 SET_FLAG (op, FLAG_REFL_MISSILE); 734 SET_FLAG (op, FLAG_REFL_MISSILE);
755 op->value *= 9; 735 op->value *= 9;
756 } 736 }
757 else 737 else
758 { 738 {
759 op->stats.sp = 1; /* regenerate spell points */ 739 op->stats.sp = 1; /* regenerate spell points */
760 op->value *= 3; 740 op->value *= 3;
761 } 741 }
762 break; 742 break;
763 743
764 case 22: 744 case 22:
765 op->stats.exp += bonus; /* Speed! */ 745 op->stats.exp += bonus; /* Speed! */
766 op->value = (op->value * 2) / 3; 746 op->value = (op->value * 2) / 3;
767 break; 747 break;
768 } 748 }
749
769 if (bonus > 0) 750 if (bonus > 0)
770 op->value *= 2 * bonus; 751 op->value *= 2 * bonus;
771 else 752 else
772 op->value = -(op->value * 2 * bonus) / 3; 753 op->value = -(op->value * 2 * bonus) / 3;
773} 754}
778 * higher is the chance of returning a low number. 759 * higher is the chance of returning a low number.
779 * It is only used in fix_generated_treasure() to set bonuses on 760 * It is only used in fix_generated_treasure() to set bonuses on
780 * rings and amulets. 761 * rings and amulets.
781 * Another scheme is used to calculate the magic of weapons and armours. 762 * Another scheme is used to calculate the magic of weapons and armours.
782 */ 763 */
783
784int 764int
785get_magic (int diff) 765get_magic (int diff)
786{ 766{
787 int i; 767 int i;
768
788 if (diff < 3) 769 if (diff < 3)
789 diff = 3; 770 diff = 3;
771
790 for (i = 0; i < 4; i++) 772 for (i = 0; i < 4; i++)
791 if (RANDOM () % diff) 773 if (rndm (diff))
792 return i; 774 return i;
775
793 return 4; 776 return 4;
794} 777}
795 778
796#define DICE2 (get_magic(2)==2?2:1) 779#define DICE2 (get_magic(2)==2?2:1)
797#define DICESPELL (RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3+RANDOM()%3) 780#define DICESPELL (rndm (3) + rndm (3) + rndm (3) + rndm (3) + rndm (3))
798 781
799/* 782/*
800 * fix_generated_item(): This is called after an item is generated, in 783 * fix_generated_item(): This is called after an item is generated, in
801 * order to set it up right. This produced magical bonuses, puts spells 784 * order to set it up right. This produced magical bonuses, puts spells
802 * into scrolls/books/wands, makes it unidentified, hides the value, etc. 785 * into scrolls/books/wands, makes it unidentified, hides the value, etc.
803 */ 786 */
787
804/* 4/28/96 added creator object from which op may now inherit properties based on 788/* 4/28/96 added creator object from which op may now inherit properties based on
805 * op->type. Right now, which stuff the creator passes on is object type 789 * op->type. Right now, which stuff the creator passes on is object type
806 * dependant. I know this is a spagetti manuever, but is there a cleaner 790 * dependant. I know this is a spagetti manuever, but is there a cleaner
807 * way to do this? b.t. */ 791 * way to do this? b.t. */
792
808/* 793/*
809 * ! (flags & GT_ENVIRONMENT): 794 * ! (flags & GT_ENVIRONMENT):
810 * Automatically calls fix_flesh_item(). 795 * Automatically calls fix_flesh_item().
811 * 796 *
812 * flags: 797 * flags:
814 * value. 799 * value.
815 * GT_MINIMAL: Does minimal processing on the object - just enough to make it 800 * GT_MINIMAL: Does minimal processing on the object - just enough to make it
816 * a working object - don't change magic, value, etc, but set it material 801 * a working object - don't change magic, value, etc, but set it material
817 * type as appropriate, for objects that need spell objects, set those, etc 802 * type as appropriate, for objects that need spell objects, set those, etc
818 */ 803 */
819
820void 804void
821fix_generated_item (object * op, object * creator, int difficulty, int max_magic, int flags) 805fix_generated_item (object *op, object *creator, int difficulty, int max_magic, int flags)
822{ 806{
823 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0; 807 int was_magic = op->magic, num_enchantments = 0, save_item_power = 0;
824 808
825 if (!creator || creator->type == op->type) 809 if (!creator || creator->type == op->type)
826 creator = op; /*safety & to prevent polymorphed objects giving attributes */ 810 creator = op; /*safety & to prevent polymorphed objects giving attributes */
827 811
828 /* If we make an artifact, this information will be destroyed */ 812 /* If we make an artifact, this information will be destroyed */
829 save_item_power = op->item_power; 813 save_item_power = op->item_power;
830 op->item_power = 0; 814 op->item_power = 0;
831 815
832 if (op->randomitems && op->type != SPELL) 816 if (op->randomitems && op->type != SPELL)
833 { 817 {
834 create_treasure (op->randomitems, op, flags, difficulty, 0); 818 create_treasure (op->randomitems, op, flags & ~GT_ENVIRONMENT, difficulty, 0);
835 if (!op->inv)
836 LOG (llevDebug, "fix_generated_item: Unable to generate treasure for %s\n", &op->name);
837
838 /* So the treasure doesn't get created again */ 819 /* So the treasure doesn't get created again */
839 op->randomitems = NULL; 820 op->randomitems = 0;
840 } 821 }
841 822
842 if (difficulty < 1) 823 if (difficulty < 1)
843 difficulty = 1; 824 difficulty = 1;
844 825
826 if (INVOKE_OBJECT (ADD_BONUS, op,
827 ARG_OBJECT (creator != op ? creator : 0),
828 ARG_INT (difficulty), ARG_INT (max_magic),
829 ARG_INT (flags)))
830 return;
831
845 if (!(flags & GT_MINIMAL)) 832 if (!(flags & GT_MINIMAL))
846 { 833 {
847 if (op->arch == crown_arch) 834 if (IS_ARCH (op->arch, crown))
848 { 835 {
849 set_magic (difficulty, op, max_magic, flags); 836 set_magic (difficulty, op, max_magic, flags);
850 num_enchantments = calc_item_power (op, 1); 837 num_enchantments = calc_item_power (op, 1);
851 generate_artifact (op, difficulty); 838 generate_artifact (op, difficulty);
852 } 839 }
853 else 840 else
854 { 841 {
855 if (!op->magic && max_magic) 842 if (!op->magic && max_magic)
856 set_magic (difficulty, op, max_magic, flags); 843 set_magic (difficulty, op, max_magic, flags);
857 844
858 num_enchantments = calc_item_power (op, 1); 845 num_enchantments = calc_item_power (op, 1);
859 846
860 if ((!was_magic && !(RANDOM () % CHANCE_FOR_ARTIFACT)) || op->type == HORN || difficulty >= settings.max_level) /* high difficulties always generate an artifact, 847 if ((!was_magic && !rndm (CHANCE_FOR_ARTIFACT))
861 * used for shop_floors or treasures */ 848 || op->type == HORN
849 || difficulty >= settings.max_level) /* high difficulties always generate an artifact, used for shop_floors or treasures */
862 generate_artifact (op, difficulty); 850 generate_artifact (op, difficulty);
863 } 851 }
864 852
865 /* Object was made an artifact. Calculate its item_power rating. 853 /* Object was made an artifact. Calculate its item_power rating.
866 * the item_power in the object is what the artfiact adds. 854 * the item_power in the object is what the artfiact adds.
867 */ 855 */
868 if (op->title) 856 if (op->title)
869 { 857 {
870 /* if save_item_power is set, then most likely we started with an 858 /* if save_item_power is set, then most likely we started with an
871 * artifact and have added new abilities to it - this is rare, but 859 * artifact and have added new abilities to it - this is rare, but
872 * but I have seen things like 'strange rings of fire'. So just figure 860 * but I have seen things like 'strange rings of fire'. So just figure
873 * out the power from the base power plus what this one adds. Note 861 * out the power from the base power plus what this one adds. Note
874 * that since item_power is not quite linear, this actually ends up 862 * that since item_power is not quite linear, this actually ends up
875 * being somewhat of a bonus 863 * being somewhat of a bonus
876 */ 864 */
877 if (save_item_power) 865 if (save_item_power)
878 op->item_power = save_item_power + get_power_from_ench (op->item_power); 866 op->item_power = save_item_power + get_power_from_ench (op->item_power);
879 else 867 else
880 op->item_power = get_power_from_ench (op->item_power + num_enchantments); 868 op->item_power = get_power_from_ench (op->item_power + num_enchantments);
881 } 869 }
882 else if (save_item_power) 870 else if (save_item_power)
883 { 871 {
884 /* restore the item_power field to the object if we haven't changed it. 872 /* restore the item_power field to the object if we haven't changed it.
885 * we don't care about num_enchantments - that will basically just 873 * we don't care about num_enchantments - that will basically just
886 * have calculated some value from the base attributes of the archetype. 874 * have calculated some value from the base attributes of the archetype.
887 */ 875 */
888 op->item_power = save_item_power; 876 op->item_power = save_item_power;
889 } 877 }
890 else 878 else
891 { 879 {
892 /* item_power was zero. This is suspicious, as it may be because it 880 /* item_power was zero. This is suspicious, as it may be because it
893 * was never previously calculated. Let's compute a value and see if 881 * was never previously calculated. Let's compute a value and see if
894 * it is non-zero. If it indeed is, then assign it as the new 882 * it is non-zero. If it indeed is, then assign it as the new
895 * item_power value. 883 * item_power value.
896 * - gros, 21th of July 2006. 884 * - gros, 21th of July 2006.
897 */ 885 */
898 op->item_power = calc_item_power (op, 0); 886 op->item_power = calc_item_power (op, 0);
899 save_item_power = op->item_power; /* Just in case it would get used 887 save_item_power = op->item_power; /* Just in case it would get used
900 * again below */ 888 * again below */
901 } 889 }
902 } 890 }
903 891
904 /* materialtype modifications. Note we allow this on artifacts. */ 892 /* materialtype modifications. Note we allow this on artifacts. */
905 set_materialname (op, difficulty, NULL); 893 set_materialname (op, difficulty, NULL);
906 894
907 if (flags & GT_MINIMAL) 895 if (flags & GT_MINIMAL)
908 { 896 {
909 if (op->type == POTION) 897 if (op->type == POTION)
910 /* Handle healing and magic power potions */ 898 /* Handle healing and magic power potions */
911 if (op->stats.sp && !op->randomitems) 899 if (op->stats.sp && !op->randomitems)
912 { 900 {
913 object *tmp;
914
915 tmp = get_archetype (spell_mapping[op->stats.sp]); 901 object *tmp = get_archetype (spell_mapping [op->stats.sp]);
916 insert_ob_in_ob (tmp, op); 902 insert_ob_in_ob (tmp, op);
917 op->stats.sp = 0; 903 op->stats.sp = 0;
918 } 904 }
919 } 905 }
920 else if (!op->title) /* Only modify object if not special */ 906 else if (!op->title) /* Only modify object if not special */
921 switch (op->type) 907 switch (op->type)
922 { 908 {
923 case WEAPON: 909 case WEAPON:
924 case ARMOUR: 910 case ARMOUR:
925 case SHIELD: 911 case SHIELD:
926 case HELMET: 912 case HELMET:
927 case CLOAK: 913 case CLOAK:
928 if (QUERY_FLAG (op, FLAG_CURSED) && !(RANDOM () % 4)) 914 if (QUERY_FLAG (op, FLAG_CURSED) && !(rndm (4)))
929 set_ring_bonus (op, -DICE2); 915 set_ring_bonus (op, -DICE2);
930 break; 916 break;
931 917
932 case BRACERS: 918 case BRACERS:
933 if (!(RANDOM () % (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))) 919 if (!rndm (QUERY_FLAG (op, FLAG_CURSED) ? 5 : 20))
934 { 920 {
921 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
922 if (!QUERY_FLAG (op, FLAG_CURSED))
923 op->value *= 3;
924 }
925 break;
926
927 case POTION:
928 {
929 int too_many_tries = 0, is_special = 0;
930
931 /* Handle healing and magic power potions */
932 if (op->stats.sp && !op->randomitems)
933 {
934 object *tmp;
935
936 tmp = get_archetype (spell_mapping[op->stats.sp]);
937 insert_ob_in_ob (tmp, op);
938 op->stats.sp = 0;
939 }
940
941 while (!(is_special = special_potion (op)) && !op->inv)
942 {
943 generate_artifact (op, difficulty);
944 if (too_many_tries++ > 10)
945 break;
946 }
947
948 /* don't want to change value for healing/magic power potions,
949 * since the value set on those is already correct.
950 */
951 if (op->inv && op->randomitems)
952 {
953 /* value multiplier is same as for scrolls */
954 op->value = (op->value * op->inv->value);
955 op->level = op->inv->level / 2 + rndm (difficulty) + rndm (difficulty);
956 }
957 else
958 {
959 op->name = "potion";
960 op->name_pl = "potions";
961 }
962
963 if (!(flags & GT_ONLY_GOOD) && rndm (2))
964 SET_FLAG (op, FLAG_CURSED);
965 break;
966 }
967
968 case AMULET:
969 if (IS_ARCH (op->arch, amulet))
970 op->value *= 5; /* Since it's not just decoration */
971
972 case RING:
973 if (!op->arch) // wtf? schmorp
974 {
975 op->destroy ();
976 op = 0;
977 break;
978 }
979
980 if (!IS_ARCH (op->arch, ring) && !IS_ARCH (op->arch, amulet)) /* It's a special artifact! */
981 break;
982
983 if (!(flags & GT_ONLY_GOOD) && !(rndm (3)))
984 SET_FLAG (op, FLAG_CURSED);
985
935 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2); 986 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
936 if (!QUERY_FLAG (op, FLAG_CURSED))
937 op->value *= 3;
938 }
939 break;
940 987
941 case POTION:
942 {
943 int too_many_tries = 0, is_special = 0;
944
945 /* Handle healing and magic power potions */
946 if (op->stats.sp && !op->randomitems)
947 {
948 object *tmp;
949
950 tmp = get_archetype (spell_mapping[op->stats.sp]);
951 insert_ob_in_ob (tmp, op);
952 op->stats.sp = 0;
953 }
954
955 while (!(is_special = special_potion (op)) && !op->inv)
956 {
957 generate_artifact (op, difficulty);
958 if (too_many_tries++ > 10)
959 break;
960 }
961
962 /* don't want to change value for healing/magic power potions,
963 * since the value set on those is already correct.
964 */
965 if (op->inv && op->randomitems)
966 {
967 /* value multiplier is same as for scrolls */
968 op->value = (op->value * op->inv->value);
969 op->level = op->inv->level / 2 + RANDOM () % difficulty + RANDOM () % difficulty;
970 }
971 else
972 {
973 op->name = "potion";
974 op->name_pl = "potions";
975 }
976
977 if (!(flags & GT_ONLY_GOOD) && RANDOM () % 2)
978 SET_FLAG (op, FLAG_CURSED);
979 break;
980 }
981
982 case AMULET:
983 if (op->arch == amulet_arch)
984 op->value *= 5; /* Since it's not just decoration */
985
986 case RING:
987 if (op->arch == NULL)
988 {
989 remove_ob (op);
990 free_object (op);
991 op = NULL;
992 break;
993 }
994
995 if (op->arch != ring_arch && op->arch != amulet_arch) /* It's a special artifact! */
996 break;
997
998 if (!(flags & GT_ONLY_GOOD) && !(RANDOM () % 3))
999 SET_FLAG (op, FLAG_CURSED);
1000
1001 set_ring_bonus (op, QUERY_FLAG (op, FLAG_CURSED) ? -DICE2 : DICE2);
1002
1003 if (op->type != RING) /* Amulets have only one ability */ 988 if (op->type != RING) /* Amulets have only one ability */
1004 break; 989 break;
1005 990
1006 if (!(RANDOM () % 4)) 991 if (!(rndm (4)))
1007 { 992 {
1008 int d = (RANDOM () % 2 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 993 int d = (rndm (2) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1009 994
1010 if (d > 0) 995 if (d > 0)
1011 op->value *= 3; 996 op->value *= 3;
1012 997
1013 set_ring_bonus (op, d); 998 set_ring_bonus (op, d);
1014 999
1015 if (!(RANDOM () % 4)) 1000 if (!(rndm (4)))
1016 { 1001 {
1017 int d = (RANDOM () % 3 || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2; 1002 int d = (rndm (3) || QUERY_FLAG (op, FLAG_CURSED)) ? -DICE2 : DICE2;
1018 if (d > 0)
1019 op->value *= 5;
1020 set_ring_bonus (op, d);
1021 }
1022 }
1023 1003
1004 if (d > 0)
1005 op->value *= 5;
1006 set_ring_bonus (op, d);
1007 }
1008 }
1009
1024 if (GET_ANIM_ID (op)) 1010 if (GET_ANIM_ID (op))
1025 SET_ANIMATION (op, RANDOM () % ((int) NUM_ANIMATIONS (op))); 1011 SET_ANIMATION (op, rndm (NUM_ANIMATIONS (op)));
1026 1012
1027 break; 1013 break;
1028 1014
1029 case BOOK: 1015 case BOOK:
1030 /* Is it an empty book?, if yes lets make a special· 1016 /* Is it an empty book?, if yes lets make a special·
1031 * msg for it, and tailor its properties based on the· 1017 * msg for it, and tailor its properties based on the·
1032 * creator and/or map level we found it on. 1018 * creator and/or map level we found it on.
1033 */ 1019 */
1034 if (!op->msg && RANDOM () % 10) 1020 if (!op->msg && rndm (10))
1035 { 1021 {
1036 /* set the book level properly */ 1022 /* set the book level properly */
1037 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE)) 1023 if (creator->level == 0 || QUERY_FLAG (creator, FLAG_ALIVE))
1038 { 1024 {
1039 if (op->map && op->map->difficulty) 1025 if (op->map && op->map->difficulty)
1040 op->level = RANDOM () % (op->map->difficulty) + RANDOM () % 10 + 1; 1026 op->level = rndm (op->map->difficulty) + rndm (10) + 1;
1041 else 1027 else
1042 op->level = RANDOM () % 20 + 1; 1028 op->level = rndm (20) + 1;
1043 } 1029 }
1044 else 1030 else
1045 op->level = RANDOM () % creator->level; 1031 op->level = rndm (creator->level);
1046 1032
1047 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1); 1033 tailor_readable_ob (op, (creator && creator->stats.sp) ? creator->stats.sp : -1);
1048 /* books w/ info are worth more! */ 1034 /* books w/ info are worth more! */
1049 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1)); 1035 op->value *= ((op->level > 10 ? op->level : (op->level + 1) / 2) * ((strlen (op->msg) / 250) + 1));
1050 /* creator related stuff */ 1036 /* creator related stuff */
1051 1037
1052 /* for library, chained books. Note that some monsters have no_pick 1038 /* for library, chained books. Note that some monsters have no_pick
1053 * set - we don't want to set no pick in that case. 1039 * set - we don't want to set no pick in that case.
1054 */ 1040 */
1055 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER)) 1041 if (QUERY_FLAG (creator, FLAG_NO_PICK) && !QUERY_FLAG (creator, FLAG_MONSTER))
1056 SET_FLAG (op, FLAG_NO_PICK); 1042 SET_FLAG (op, FLAG_NO_PICK);
1057 if (creator->slaying && !op->slaying) /* for check_inv floors */ 1043 if (creator->slaying && !op->slaying) /* for check_inv floors */
1058 op->slaying = creator->slaying; 1044 op->slaying = creator->slaying;
1059 1045
1060 /* add exp so reading it gives xp (once) */ 1046 /* add exp so reading it gives xp (once) */
1061 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10; 1047 op->stats.exp = op->value > 10000 ? op->value / 5 : op->value / 10;
1062 } 1048 }
1063 break; 1049 break;
1064 1050
1065 case SPELLBOOK: 1051 case SPELLBOOK:
1066 op->value = op->value * op->inv->value; 1052 op->value = op->value * op->inv->value;
1067 /* add exp so learning gives xp */ 1053 /* add exp so learning gives xp */
1068 op->level = op->inv->level; 1054 op->level = op->inv->level;
1069 op->stats.exp = op->value; 1055 op->stats.exp = op->value;
1070 break; 1056 break;
1071 1057
1072 case WAND: 1058 case WAND:
1073 /* nrof in the treasure list is number of charges, 1059 /* nrof in the treasure list is number of charges,
1074 * not number of wands. So copy that into food (charges), 1060 * not number of wands. So copy that into food (charges),
1075 * and reset nrof. 1061 * and reset nrof.
1076 */ 1062 */
1077 op->stats.food = op->inv->nrof; 1063 op->stats.food = op->inv->nrof;
1078 op->nrof = 1; 1064 op->nrof = 1;
1079 /* If the spell changes by level, choose a random level 1065 /* If the spell changes by level, choose a random level
1080 * for it, and adjust price. If the spell doesn't 1066 * for it, and adjust price. If the spell doesn't
1081 * change by level, just set the wand to the level of 1067 * change by level, just set the wand to the level of
1082 * the spell, and value calculation is simpler. 1068 * the spell, and value calculation is simpler.
1083 */ 1069 */
1084 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier) 1070 if (op->inv->duration_modifier || op->inv->dam_modifier || op->inv->range_modifier)
1085 { 1071 {
1072 op->level = level_for_item (op, difficulty);
1073 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1074 }
1075 else
1076 {
1077 op->level = op->inv->level;
1078 op->value = op->value * op->inv->value;
1079 }
1080 break;
1081
1082 case ROD:
1086 op->level = level_for_item (op, difficulty); 1083 op->level = level_for_item (op, difficulty);
1084 /* Add 50 to both level an divisor to keep prices a little more
1085 * reasonable. Otherwise, a high level version of a low level
1086 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1087 * 10 time multiplier). This way, the value are a bit more reasonable.
1088 */
1087 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1089 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1088 } 1090 /* maxhp is used to denote how many 'charges' the rod holds before */
1089 else 1091 if (op->stats.maxhp)
1090 { 1092 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1091 op->level = op->inv->level; 1093 else
1092 op->value = op->value * op->inv->value; 1094 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1093 }
1094 break;
1095 1095
1096 op->stats.hp = op->stats.maxhp;
1097 break;
1098
1096 case ROD: 1099 case SCROLL:
1097 op->level = level_for_item (op, difficulty); 1100 op->level = level_for_item (op, difficulty);
1098 /* Add 50 to both level an divisor to keep prices a little more
1099 * reasonable. Otherwise, a high level version of a low level
1100 * spell can be worth tons a money (eg, level 20 rod, level 2 spell =
1101 * 10 time multiplier). This way, the value are a bit more reasonable.
1102 */
1103 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50); 1101 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1104 /* maxhp is used to denote how many 'charges' the rod holds before */
1105 if (op->stats.maxhp)
1106 op->stats.maxhp *= MAX (op->inv->stats.sp, op->inv->stats.grace);
1107 else
1108 op->stats.maxhp = 2 * MAX (op->inv->stats.sp, op->inv->stats.grace);
1109 1102
1110 op->stats.hp = op->stats.maxhp;
1111 break;
1112
1113 case SCROLL:
1114 op->level = level_for_item (op, difficulty);
1115 op->value = op->value * op->inv->value * (op->level + 50) / (op->inv->level + 50);
1116
1117 /* add exp so reading them properly gives xp */ 1103 /* add exp so reading them properly gives xp */
1118 op->stats.exp = op->value / 5; 1104 op->stats.exp = op->value / 5;
1119 op->nrof = op->inv->nrof; 1105 op->nrof = op->inv->nrof;
1120 break; 1106 break;
1121 1107
1122 case RUNE: 1108 case RUNE:
1123 trap_adjust (op, difficulty); 1109 trap_adjust (op, difficulty);
1124 break; 1110 break;
1125 1111
1126 case TRAP: 1112 case TRAP:
1127 trap_adjust (op, difficulty); 1113 trap_adjust (op, difficulty);
1128 break; 1114 break;
1129 } /* switch type */ 1115 } /* switch type */
1130 1116
1131 if (flags & GT_STARTEQUIP) 1117 if (flags & GT_STARTEQUIP)
1132 { 1118 {
1133 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN)) 1119 if (op->nrof < 2 && op->type != CONTAINER && op->type != MONEY && !QUERY_FLAG (op, FLAG_IS_THROWN))
1134 SET_FLAG (op, FLAG_STARTEQUIP); 1120 SET_FLAG (op, FLAG_STARTEQUIP);
1135 else if (op->type != MONEY) 1121 else if (op->type != MONEY)
1136 op->value = 0; 1122 op->value = 0;
1137 } 1123 }
1138 1124
1139 if (!(flags & GT_ENVIRONMENT)) 1125 if (!(flags & GT_ENVIRONMENT))
1140 fix_flesh_item (op, creator); 1126 fix_flesh_item (op, creator);
1141} 1127}
1149 */ 1135 */
1150 1136
1151/* 1137/*
1152 * Allocate and return the pointer to an empty artifactlist structure. 1138 * Allocate and return the pointer to an empty artifactlist structure.
1153 */ 1139 */
1154
1155static artifactlist * 1140static artifactlist *
1156get_empty_artifactlist (void) 1141get_empty_artifactlist (void)
1157{ 1142{
1158 artifactlist *tl = (artifactlist *) malloc (sizeof (artifactlist)); 1143 return salloc0<artifactlist> ();
1159 if (tl == NULL)
1160 fatal (OUT_OF_MEMORY);
1161 tl->next = NULL;
1162 tl->items = NULL;
1163 tl->total_chance = 0;
1164 return tl;
1165} 1144}
1166 1145
1167/* 1146/*
1168 * Allocate and return the pointer to an empty artifact structure. 1147 * Allocate and return the pointer to an empty artifact structure.
1169 */ 1148 */
1170
1171static artifact * 1149static artifact *
1172get_empty_artifact (void) 1150get_empty_artifact (void)
1173{ 1151{
1174 artifact *t = (artifact *) malloc (sizeof (artifact)); 1152 return salloc0<artifact> ();
1175 if (t == NULL)
1176 fatal (OUT_OF_MEMORY);
1177 t->item = NULL;
1178 t->next = NULL;
1179 t->chance = 0;
1180 t->difficulty = 0;
1181 t->allowed = NULL;
1182 return t;
1183} 1153}
1184 1154
1185/* 1155/*
1186 * Searches the artifact lists and returns one that has the same type 1156 * Searches the artifact lists and returns one that has the same type
1187 * of objects on it. 1157 * of objects on it.
1188 */ 1158 */
1189
1190artifactlist * 1159artifactlist *
1191find_artifactlist (int type) 1160find_artifactlist (int type)
1192{ 1161{
1193 artifactlist *al;
1194
1195 for (al = first_artifactlist; al != NULL; al = al->next) 1162 for (artifactlist *al = first_artifactlist; al; al = al->next)
1196 if (al->type == type) 1163 if (al->type == type)
1197 return al; 1164 return al;
1198 return NULL;
1199}
1200 1165
1201/*
1202 * For debugging purposes. Dumps all tables.
1203 */
1204
1205void
1206dump_artifacts (void)
1207{
1208 artifactlist *al;
1209 artifact *art;
1210 linked_char *next;
1211
1212 fprintf (logfile, "\n");
1213 for (al = first_artifactlist; al != NULL; al = al->next)
1214 {
1215 fprintf (logfile, "Artifact has type %d, total_chance=%d\n", al->type, al->total_chance);
1216 for (art = al->items; art != NULL; art = art->next)
1217 {
1218 fprintf (logfile, "Artifact %-30s Difficulty %3d Chance %5d\n", &art->item->name, art->difficulty, art->chance);
1219 if (art->allowed != NULL)
1220 {
1221 fprintf (logfile, "\tAllowed combinations:");
1222 for (next = art->allowed; next != NULL; next = next->next)
1223 fprintf (logfile, "%s,", &next->name);
1224 fprintf (logfile, "\n");
1225 }
1226 }
1227 }
1228 fprintf (logfile, "\n");
1229}
1230
1231/*
1232 * For debugging purposes. Dumps all treasures recursively (see below).
1233 */
1234void
1235dump_monster_treasure_rec (const char *name, treasure * t, int depth)
1236{
1237 treasurelist *tl;
1238 int i;
1239
1240 if (depth > 100)
1241 return; 1166 return 0;
1242 while (t != NULL)
1243 {
1244 if (t->name != NULL)
1245 {
1246 for (i = 0; i < depth; i++)
1247 fprintf (logfile, " ");
1248 fprintf (logfile, "{ (list: %s)\n", &t->name);
1249 tl = find_treasurelist (t->name);
1250 dump_monster_treasure_rec (name, tl->items, depth + 2);
1251 for (i = 0; i < depth; i++)
1252 fprintf (logfile, " ");
1253 fprintf (logfile, "} (end of list: %s)\n", &t->name);
1254 }
1255 else
1256 {
1257 for (i = 0; i < depth; i++)
1258 fprintf (logfile, " ");
1259 if (t->item->clone.type == FLESH)
1260 fprintf (logfile, "%s's %s\n", name, &t->item->clone.name);
1261 else
1262 fprintf (logfile, "%s\n", &t->item->clone.name);
1263 }
1264 if (t->next_yes != NULL)
1265 {
1266 for (i = 0; i < depth; i++)
1267 fprintf (logfile, " ");
1268 fprintf (logfile, " (if yes)\n");
1269 dump_monster_treasure_rec (name, t->next_yes, depth + 1);
1270 }
1271 if (t->next_no != NULL)
1272 {
1273 for (i = 0; i < depth; i++)
1274 fprintf (logfile, " ");
1275 fprintf (logfile, " (if no)\n");
1276 dump_monster_treasure_rec (name, t->next_no, depth + 1);
1277 }
1278 t = t->next;
1279 }
1280}
1281
1282/*
1283 * For debugging purposes. Dumps all treasures for a given monster.
1284 * Created originally by Raphael Quinet for debugging the alchemy code.
1285 */
1286
1287void
1288dump_monster_treasure (const char *name)
1289{
1290 archetype *at;
1291 int found;
1292
1293 found = 0;
1294 fprintf (logfile, "\n");
1295 for (at = first_archetype; at != NULL; at = at->next)
1296 if (!strcasecmp (at->clone.name, name) && at->clone.title == NULL)
1297 {
1298 fprintf (logfile, "treasures for %s (arch: %s)\n", &at->clone.name, &at->name);
1299 if (at->clone.randomitems != NULL)
1300 dump_monster_treasure_rec (at->clone.name, at->clone.randomitems->items, 1);
1301 else
1302 fprintf (logfile, "(nothing)\n");
1303 fprintf (logfile, "\n");
1304 found++;
1305 }
1306 if (found == 0)
1307 fprintf (logfile, "No objects have the name %s!\n\n", name);
1308} 1167}
1309 1168
1310/* 1169/*
1311 * Builds up the lists of artifacts from the file in the libdir. 1170 * Builds up the lists of artifacts from the file in the libdir.
1312 */ 1171 */
1313
1314void 1172void
1315init_artifacts (void) 1173init_artifacts (void)
1316{ 1174{
1317 static int has_been_inited = 0; 1175 static int has_been_inited = 0;
1318 char filename[MAX_BUF], buf[HUGE_BUF], *cp, *next; 1176 char filename[MAX_BUF];
1319 artifact *art = NULL; 1177 artifact *art = NULL;
1320 linked_char *tmp;
1321 int value, comp;
1322 artifactlist *al; 1178 artifactlist *al;
1323 1179
1324 if (has_been_inited) 1180 if (has_been_inited)
1325 return; 1181 return;
1326 else 1182 else
1327 has_been_inited = 1; 1183 has_been_inited = 1;
1328 1184
1329 sprintf (filename, "%s/artifacts", settings.datadir); 1185 sprintf (filename, "%s/artifacts", settings.datadir);
1330 object_thawer thawer (filename); 1186 object_thawer f (filename);
1331 1187
1332 if (!thawer) 1188 if (!f)
1333 return; 1189 return;
1334 1190
1335 while (fgets (buf, HUGE_BUF, thawer) != NULL) 1191 for (;;)
1336 {
1337 if (*buf == '#')
1338 continue;
1339 if ((cp = strchr (buf, '\n')) != NULL)
1340 *cp = '\0';
1341 cp = buf;
1342 while (*cp == ' ') /* Skip blanks */
1343 cp++;
1344 if (*cp == '\0')
1345 continue;
1346
1347 if (!strncmp (cp, "Allowed", 7))
1348 {
1349 if (art == NULL)
1350 { 1192 {
1193 switch (f.kw)
1194 {
1195 case KW_allowed:
1196 if (!art)
1351 art = get_empty_artifact (); 1197 art = get_empty_artifact ();
1352 nrofartifacts++; 1198
1199 {
1200 if (!strcmp (f.get_str (), "all"))
1201 break;
1202
1203 char *next, *cp = f.get_str ();
1204
1205 do
1206 {
1207 if ((next = strchr (cp, ',')))
1208 *next++ = '\0';
1209
1210 linked_char *tmp = new linked_char;
1211
1212 tmp->name = cp;
1213 tmp->next = art->allowed;
1214 art->allowed = tmp;
1215 }
1216 while ((cp = next));
1217 }
1218 break;
1219
1220 case KW_chance:
1221 f.get (art->chance);
1222 break;
1223
1224 case KW_difficulty:
1225 f.get (art->difficulty);
1226 break;
1227
1228 case KW_object:
1229 {
1230 art->item = object::create ();
1231 f.get (art->item->name);
1232 f.next ();
1233
1234 if (!art->item->parse_kv (f))
1235 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1236
1237 al = find_artifactlist (art->item->type);
1238
1239 if (!al)
1240 {
1241 al = get_empty_artifactlist ();
1242 al->type = art->item->type;
1243 al->next = first_artifactlist;
1244 first_artifactlist = al;
1245 }
1246
1247 art->next = al->items;
1248 al->items = art;
1249 art = 0;
1250 }
1251 continue;
1252
1253 case KW_EOF:
1254 goto done;
1255
1256 default:
1257 if (!f.parse_error ("artifacts file"))
1258 cleanup ("artifacts file required");
1259 break;
1260 }
1261
1262 f.next ();
1353 } 1263 }
1354 cp = strchr (cp, ' ') + 1;
1355 if (!strcmp (cp, "all"))
1356 continue;
1357 1264
1358 do 1265done:
1359 {
1360 nrofallowedstr++;
1361 if ((next = strchr (cp, ',')) != NULL)
1362 *(next++) = '\0';
1363 tmp = new linked_char;
1364 tmp->name = cp;
1365 tmp->next = art->allowed;
1366 art->allowed = tmp;
1367 }
1368 while ((cp = next) != NULL);
1369 }
1370 else if (sscanf (cp, "chance %d", &value))
1371 art->chance = (uint16) value;
1372 else if (sscanf (cp, "difficulty %d", &value))
1373 art->difficulty = (uint8) value;
1374 else if (!strncmp (cp, "Object", 6))
1375 {
1376 art->item = (object *) calloc (1, sizeof (object));
1377 reset_object (art->item);
1378 if (!load_object (thawer, art->item, LO_LINEMODE, 0))
1379 LOG (llevError, "Init_Artifacts: Could not load object.\n");
1380 art->item->name = strchr (cp, ' ') + 1;
1381 al = find_artifactlist (art->item->type);
1382 if (al == NULL)
1383 {
1384 al = get_empty_artifactlist ();
1385 al->type = art->item->type;
1386 al->next = first_artifactlist;
1387 first_artifactlist = al;
1388 }
1389 art->next = al->items;
1390 al->items = art;
1391 art = NULL;
1392 }
1393 else
1394 LOG (llevError, "Unknown input in artifact file: %s\n", buf);
1395 }
1396
1397 for (al = first_artifactlist; al != NULL; al = al->next) 1266 for (al = first_artifactlist; al; al = al->next)
1398 { 1267 {
1268 al->total_chance = 0;
1269
1399 for (art = al->items; art != NULL; art = art->next) 1270 for (art = al->items; art; art = art->next)
1400 { 1271 {
1401 if (!art->chance) 1272 if (!art->chance)
1402 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name); 1273 LOG (llevError, "Warning: artifact with no chance: %s\n", &art->item->name);
1403 else 1274 else
1404 al->total_chance += art->chance; 1275 al->total_chance += art->chance;
1405 } 1276 }
1406#if 0 1277#if 0
1407 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance); 1278 LOG (llevDebug, "Artifact list type %d has %d total chance\n", al->type, al->total_chance);
1408#endif 1279#endif
1409 } 1280 }
1410 1281
1411 LOG (llevDebug, "done.\n"); 1282 LOG (llevDebug, "done.\n");
1412} 1283}
1413 1284
1414
1415/* 1285/*
1416 * Used in artifact generation. The bonuses of the first object 1286 * Used in artifact generation. The bonuses of the first object
1417 * is modified by the bonuses of the second object. 1287 * is modified by the bonuses of the second object.
1418 */ 1288 */
1419
1420void 1289void
1421add_abilities (object * op, object * change) 1290add_abilities (object *op, object *change)
1422{ 1291{
1423 int i, j, tmp; 1292 int i, tmp;
1424 1293
1425 if (change->face != blank_face) 1294 if (change->face != blank_face)
1426 { 1295 {
1427#ifdef TREASURE_VERBOSE 1296#ifdef TREASURE_VERBOSE
1428 LOG (llevDebug, "FACE: %d\n", change->face->number); 1297 LOG (llevDebug, "add_abilities change face: %d\n", change->face);
1429#endif 1298#endif
1430 op->face = change->face; 1299 op->face = change->face;
1431 } 1300 }
1432 1301
1433 for (i = 0; i < NUM_STATS; i++) 1302 for (i = 0; i < NUM_STATS; i++)
1434 change_attr_value (&(op->stats), i, get_attr_value (&(change->stats), i)); 1303 change_attr_value (&(op->stats), i, change->stats.stat (i));
1435 1304
1436 op->attacktype |= change->attacktype; 1305 op->attacktype |= change->attacktype;
1437 op->path_attuned |= change->path_attuned; 1306 op->path_attuned |= change->path_attuned;
1438 op->path_repelled |= change->path_repelled; 1307 op->path_repelled |= change->path_repelled;
1439 op->path_denied |= change->path_denied; 1308 op->path_denied |= change->path_denied;
1467 if (QUERY_FLAG (change, FLAG_STAND_STILL)) 1336 if (QUERY_FLAG (change, FLAG_STAND_STILL))
1468 { 1337 {
1469 CLEAR_FLAG (op, FLAG_ANIMATE); 1338 CLEAR_FLAG (op, FLAG_ANIMATE);
1470 /* so artifacts will join */ 1339 /* so artifacts will join */
1471 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1340 if (!QUERY_FLAG (op, FLAG_ALIVE))
1472 op->speed = 0.0; 1341 op->speed = 0.0;
1473 update_ob_speed (op); 1342
1343 op->set_speed (op->speed);
1474 } 1344 }
1475 1345
1476 if (change->nrof) 1346 if (change->nrof)
1477 op->nrof = RANDOM () % ((int) change->nrof) + 1; 1347 op->nrof = rndm (change->nrof) + 1;
1478 1348
1479 op->stats.exp += change->stats.exp; /* Speed modifier */ 1349 op->stats.exp += change->stats.exp; /* Speed modifier */
1480 op->stats.wc += change->stats.wc; 1350 op->stats.wc += change->stats.wc;
1481 op->stats.ac += change->stats.ac; 1351 op->stats.ac += change->stats.ac;
1482 1352
1483 if (change->other_arch) 1353 if (change->other_arch)
1484 { 1354 {
1485 /* Basically, for horns & potions, the other_arch field is the spell 1355 /* Basically, for horns & potions, the other_arch field is the spell
1486 * to cast. So convert that to into a spell and put it into 1356 * to cast. So convert that to into a spell and put it into
1487 * this object. 1357 * this object.
1488 */ 1358 */
1489 if (op->type == HORN || op->type == POTION) 1359 if (op->type == HORN || op->type == POTION)
1490 { 1360 {
1491 object *tmp_obj; 1361 object *tmp_obj;
1362
1492 /* Remove any spells this object currently has in it */ 1363 /* Remove any spells this object currently has in it */
1493 while (op->inv) 1364 while (op->inv)
1494 { 1365 op->inv->destroy ();
1495 tmp_obj = op->inv;
1496 remove_ob (tmp_obj);
1497 free_object (tmp_obj);
1498 }
1499 1366
1500 tmp_obj = arch_to_object (change->other_arch); 1367 tmp_obj = arch_to_object (change->other_arch);
1501 insert_ob_in_ob (tmp_obj, op); 1368 insert_ob_in_ob (tmp_obj, op);
1502 } 1369 }
1503 /* No harm setting this for potions/horns */ 1370 /* No harm setting this for potions/horns */
1504 op->other_arch = change->other_arch; 1371 op->other_arch = change->other_arch;
1505 } 1372 }
1506 1373
1507 if (change->stats.hp < 0) 1374 if (change->stats.hp < 0)
1540 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100; 1407 op->gen_sp_armour = (op->gen_sp_armour * (change->gen_sp_armour)) / 100;
1541 1408
1542 op->item_power = change->item_power; 1409 op->item_power = change->item_power;
1543 1410
1544 for (i = 0; i < NROFATTACKS; i++) 1411 for (i = 0; i < NROFATTACKS; i++)
1545 {
1546 if (change->resist[i]) 1412 if (change->resist[i])
1547 {
1548 op->resist[i] += change->resist[i]; 1413 op->resist[i] += change->resist[i];
1549 }
1550 }
1551 1414
1552 if (change->stats.dam) 1415 if (change->stats.dam)
1553 { 1416 {
1554 if (change->stats.dam < 0) 1417 if (change->stats.dam < 0)
1555 op->stats.dam = (-change->stats.dam); 1418 op->stats.dam = (-change->stats.dam);
1556 else if (op->stats.dam) 1419 else if (op->stats.dam)
1557 { 1420 {
1558 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10); 1421 tmp = (signed char) (((int) op->stats.dam * (int) change->stats.dam) / 10);
1559 if (tmp == op->stats.dam) 1422 if (tmp == op->stats.dam)
1560 { 1423 {
1561 if (change->stats.dam < 10) 1424 if (change->stats.dam < 10)
1562 op->stats.dam--; 1425 op->stats.dam--;
1426 else
1427 op->stats.dam++;
1428 }
1563 else 1429 else
1564 op->stats.dam++;
1565 }
1566 else
1567 op->stats.dam = tmp; 1430 op->stats.dam = tmp;
1568 } 1431 }
1569 } 1432 }
1570 1433
1571 if (change->weight) 1434 if (change->weight)
1572 { 1435 {
1573 if (change->weight < 0) 1436 if (change->weight < 0)
1574 op->weight = (-change->weight); 1437 op->weight = (-change->weight);
1575 else 1438 else
1576 op->weight = (op->weight * (change->weight)) / 100; 1439 op->weight = (op->weight * (change->weight)) / 100;
1577 } 1440 }
1578 1441
1579 if (change->last_sp) 1442 if (change->last_sp)
1580 { 1443 {
1581 if (change->last_sp < 0) 1444 if (change->last_sp < 0)
1582 op->last_sp = (-change->last_sp); 1445 op->last_sp = (-change->last_sp);
1583 else 1446 else
1584 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100); 1447 op->last_sp = (signed char) (((int) op->last_sp * (int) change->last_sp) / (int) 100);
1585 } 1448 }
1586 1449
1587 if (change->gen_sp_armour) 1450 if (change->gen_sp_armour)
1588 { 1451 {
1589 if (change->gen_sp_armour < 0) 1452 if (change->gen_sp_armour < 0)
1590 op->gen_sp_armour = (-change->gen_sp_armour); 1453 op->gen_sp_armour = (-change->gen_sp_armour);
1591 else 1454 else
1592 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100); 1455 op->gen_sp_armour = (signed char) (((int) op->gen_sp_armour * ((int) change->gen_sp_armour)) / (int) 100);
1593 } 1456 }
1594 1457
1595 op->value *= change->value; 1458 op->value *= change->value;
1596 1459
1597 if (change->material) 1460 if (change->materials)
1598 op->material = change->material; 1461 op->materials = change->materials;
1599 1462
1600 if (change->materialname) 1463 if (change->materialname)
1601 op->materialname = change->materialname; 1464 op->materialname = change->materialname;
1602 1465
1603 if (change->slaying) 1466 if (change->slaying)
1609 if (change->msg) 1472 if (change->msg)
1610 op->msg = change->msg; 1473 op->msg = change->msg;
1611} 1474}
1612 1475
1613static int 1476static int
1614legal_artifact_combination (object * op, artifact * art) 1477legal_artifact_combination (object *op, artifact *art)
1615{ 1478{
1616 int neg, success = 0; 1479 int neg, success = 0;
1617 linked_char *tmp; 1480 linked_char *tmp;
1618 const char *name; 1481 const char *name;
1619 1482
1620 if (art->allowed == (linked_char *) NULL) 1483 if (!art->allowed)
1621 return 1; /* Ie, "all" */ 1484 return 1; /* Ie, "all" */
1485
1622 for (tmp = art->allowed; tmp; tmp = tmp->next) 1486 for (tmp = art->allowed; tmp; tmp = tmp->next)
1623 { 1487 {
1624#ifdef TREASURE_VERBOSE 1488#ifdef TREASURE_VERBOSE
1625 LOG (llevDebug, "legal_art: %s\n", tmp->name); 1489 LOG (llevDebug, "legal_art: %s\n", &tmp->name);
1626#endif 1490#endif
1627 if (*tmp->name == '!') 1491 if (*tmp->name == '!')
1628 name = tmp->name + 1, neg = 1; 1492 name = tmp->name + 1, neg = 1;
1629 else 1493 else
1630 name = tmp->name, neg = 0; 1494 name = tmp->name, neg = 0;
1631 1495
1632 /* If we match name, then return the opposite of 'neg' */ 1496 /* If we match name, then return the opposite of 'neg' */
1633 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->name))) 1497 if (!strcmp (name, op->name) || (op->arch && !strcmp (name, op->arch->archname)))
1634 return !neg; 1498 return !neg;
1635 1499
1636 /* Set success as true, since if the match was an inverse, it means 1500 /* Set success as true, since if the match was an inverse, it means
1637 * everything is allowed except what we match 1501 * everything is allowed except what we match
1638 */ 1502 */
1639 else if (neg) 1503 else if (neg)
1640 success = 1; 1504 success = 1;
1641 } 1505 }
1506
1642 return success; 1507 return success;
1643} 1508}
1644 1509
1645/* 1510/*
1646 * Fixes the given object, giving it the abilities and titles 1511 * Fixes the given object, giving it the abilities and titles
1647 * it should have due to the second artifact-template. 1512 * it should have due to the second artifact-template.
1648 */ 1513 */
1649 1514
1650void 1515void
1651give_artifact_abilities (object * op, object * artifct) 1516give_artifact_abilities (object *op, object *artifct)
1652{ 1517{
1653 char new_name[MAX_BUF]; 1518 char new_name[MAX_BUF];
1654 1519
1655 sprintf (new_name, "of %s", &artifct->name); 1520 sprintf (new_name, "of %s", &artifct->name);
1656 op->title = new_name; 1521 op->title = new_name;
1657 add_abilities (op, artifct); /* Give out the bonuses */ 1522 add_abilities (op, artifct); /* Give out the bonuses */
1658 1523
1659#if 0 /* Bit verbose, but keep it here until next time I need it... */ 1524#if 0 /* Bit verbose, but keep it here until next time I need it... */
1660 { 1525 {
1661 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED); 1526 char identified = QUERY_FLAG (op, FLAG_IDENTIFIED);
1527
1662 SET_FLAG (op, FLAG_IDENTIFIED); 1528 SET_FLAG (op, FLAG_IDENTIFIED);
1663 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL)); 1529 LOG (llevDebug, "Generated artifact %s %s [%s]\n", op->name, op->title, describe_item (op, NULL));
1664 if (!identified) 1530 if (!identified)
1665 CLEAR_FLAG (op, FLAG_IDENTIFIED); 1531 CLEAR_FLAG (op, FLAG_IDENTIFIED);
1666 } 1532 }
1678 1544
1679/* Give 1 re-roll attempt per artifact */ 1545/* Give 1 re-roll attempt per artifact */
1680#define ARTIFACT_TRIES 2 1546#define ARTIFACT_TRIES 2
1681 1547
1682void 1548void
1683generate_artifact (object * op, int difficulty) 1549generate_artifact (object *op, int difficulty)
1684{ 1550{
1685 artifactlist *al; 1551 artifactlist *al;
1686 artifact *art; 1552 artifact *art;
1687 int i; 1553 int i;
1688 1554
1689 al = find_artifactlist (op->type); 1555 al = find_artifactlist (op->type);
1690 1556
1691 if (al == NULL) 1557 if (al == NULL)
1692 { 1558 {
1693#if 0 /* This is too verbose, usually */ 1559#if 0 /* This is too verbose, usually */
1694 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name); 1560 LOG (llevDebug, "Couldn't change %s into artifact - no table.\n", op->name);
1695#endif 1561#endif
1696 return; 1562 return;
1697 } 1563 }
1698 1564
1699 for (i = 0; i < ARTIFACT_TRIES; i++) 1565 for (i = 0; i < ARTIFACT_TRIES; i++)
1700 { 1566 {
1701 int roll = RANDOM () % al->total_chance; 1567 int roll = rndm (al->total_chance);
1702 1568
1703 for (art = al->items; art != NULL; art = art->next) 1569 for (art = al->items; art; art = art->next)
1704 { 1570 {
1705 roll -= art->chance; 1571 roll -= art->chance;
1706 if (roll < 0) 1572 if (roll < 0)
1707 break; 1573 break;
1708 } 1574 }
1709 1575
1710 if (art == NULL || roll >= 0) 1576 if (art == NULL || roll >= 0)
1711 { 1577 {
1712#if 1 1578#if 1
1713 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type); 1579 LOG (llevError, "Got null entry and non zero roll in generate_artifact, type %d\n", op->type);
1714#endif 1580#endif
1715 return; 1581 return;
1716 } 1582 }
1717 if (!strcmp (art->item->name, "NONE")) 1583 if (!strcmp (art->item->name, "NONE"))
1718 return; 1584 return;
1719 if (FABS (op->magic) < art->item->magic) 1585 if (FABS (op->magic) < art->item->magic)
1720 continue; /* Not magic enough to be this item */ 1586 continue; /* Not magic enough to be this item */
1721 1587
1722 /* Map difficulty not high enough */ 1588 /* Map difficulty not high enough */
1723 if (difficulty < art->difficulty) 1589 if (difficulty < art->difficulty)
1724 continue; 1590 continue;
1725 1591
1726 if (!legal_artifact_combination (op, art)) 1592 if (!legal_artifact_combination (op, art))
1727 { 1593 {
1728#ifdef TREASURE_VERBOSE 1594#ifdef TREASURE_VERBOSE
1729 LOG (llevDebug, "%s of %s was not a legal combination.\n", op->name, art->item->name); 1595 LOG (llevDebug, "%s of %s was not a legal combination.\n", &op->name, &art->item->name);
1730#endif 1596#endif
1731 continue; 1597 continue;
1732 } 1598 }
1599
1733 give_artifact_abilities (op, art->item); 1600 give_artifact_abilities (op, art->item);
1734 return; 1601 return;
1735 } 1602 }
1736} 1603}
1737 1604
1739 * FOOD, except they inherit properties (name, food value, etc). 1606 * FOOD, except they inherit properties (name, food value, etc).
1740 * based on the original owner (or 'donor' if you like). -b.t. 1607 * based on the original owner (or 'donor' if you like). -b.t.
1741 */ 1608 */
1742 1609
1743void 1610void
1744fix_flesh_item (object * item, object * donor) 1611fix_flesh_item (object *item, object *donor)
1745{ 1612{
1746 char tmpbuf[MAX_BUF]; 1613 char tmpbuf[MAX_BUF];
1747 int i; 1614 int i;
1748 1615
1749 if (item->type == FLESH && donor) 1616 if (item->type == FLESH && donor)
1750 { 1617 {
1751 /* change the name */ 1618 /* change the name */
1752 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name); item->name = tmpbuf; 1619 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name);
1620 item->name = tmpbuf;
1753 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl); item->name_pl = tmpbuf; 1621 sprintf (tmpbuf, "%s's %s", &donor->name, &item->name_pl);
1622 item->name_pl = tmpbuf;
1754 1623
1755 /* weight is FLESH weight/100 * donor */ 1624 /* weight is FLESH weight/100 * donor */
1756 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0) 1625 if ((item->weight = (signed long) (((double) item->weight / (double) 100.0) * (double) donor->weight)) == 0)
1757 item->weight = 1; 1626 item->weight = 1;
1758 1627
1759 /* value is multiplied by level of donor */ 1628 /* value is multiplied by level of donor */
1760 item->value *= isqrt (donor->level * 2); 1629 item->value *= isqrt (donor->level * 2);
1761 1630
1762 /* food value */ 1631 /* food value */
1764 1633
1765 /* flesh items inherit some abilities of donor, but not 1634 /* flesh items inherit some abilities of donor, but not
1766 * full effect. 1635 * full effect.
1767 */ 1636 */
1768 for (i = 0; i < NROFATTACKS; i++) 1637 for (i = 0; i < NROFATTACKS; i++)
1769 item->resist[i] = donor->resist[i] / 2; 1638 item->resist[i] = donor->resist[i] / 2;
1770 1639
1771 /* item inherits donor's level (important for quezals) */ 1640 /* item inherits donor's level (important for quezals) */
1772 item->level = donor->level; 1641 item->level = donor->level;
1773 1642
1774 /* if donor has some attacktypes, the flesh is poisonous */ 1643 /* if donor has some attacktypes, the flesh is poisonous */
1775 if (donor->attacktype & AT_POISON) 1644 if (donor->attacktype & AT_POISON)
1776 item->type = POISON; 1645 item->type = POISON;
1777 if (donor->attacktype & AT_ACID) 1646 if (donor->attacktype & AT_ACID)
1778 item->stats.hp = -1 * item->stats.food; 1647 item->stats.hp = -1 * item->stats.food;
1779 SET_FLAG (item, FLAG_NO_STEAL); 1648 SET_FLAG (item, FLAG_NO_STEAL);
1780 } 1649 }
1781} 1650}
1782 1651
1783/* special_potion() - so that old potion code is still done right. */ 1652/* special_potion() - so that old potion code is still done right. */
1784
1785int 1653int
1786special_potion (object * op) 1654special_potion (object *op)
1787{ 1655{
1788
1789 int i;
1790
1791 if (op->attacktype) 1656 if (op->attacktype)
1792 return 1; 1657 return 1;
1793 1658
1794 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha) 1659 if (op->stats.Str || op->stats.Dex || op->stats.Con || op->stats.Pow || op->stats.Wis || op->stats.Int || op->stats.Cha)
1795 return 1; 1660 return 1;
1796 1661
1797 for (i = 0; i < NROFATTACKS; i++) 1662 for (int i = 0; i < NROFATTACKS; i++)
1798 if (op->resist[i]) 1663 if (op->resist[i])
1799 return 1; 1664 return 1;
1800 1665
1801 return 0; 1666 return 0;
1802} 1667}
1803 1668
1804void 1669void
1805free_treasurestruct (treasure * t) 1670free_treasurestruct (treasure *t)
1806{ 1671{
1807 if (t->next)
1808 free_treasurestruct (t->next); 1672 if (t->next) free_treasurestruct (t->next);
1809 if (t->next_yes)
1810 free_treasurestruct (t->next_yes); 1673 if (t->next_yes) free_treasurestruct (t->next_yes);
1811 if (t->next_no)
1812 free_treasurestruct (t->next_no); 1674 if (t->next_no) free_treasurestruct (t->next_no);
1813 free (t); 1675
1676 delete t;
1814} 1677}
1815 1678
1816void 1679void
1817free_charlinks (linked_char * lc) 1680free_charlinks (linked_char *lc)
1818{ 1681{
1819 if (lc->next) 1682 if (lc->next)
1820 free_charlinks (lc->next); 1683 free_charlinks (lc->next);
1821 1684
1822 delete lc; 1685 delete lc;
1823} 1686}
1824 1687
1825void 1688void
1826free_artifact (artifact * at) 1689free_artifact (artifact *at)
1827{ 1690{
1828
1829 if (at->next)
1830 free_artifact (at->next); 1691 if (at->next) free_artifact (at->next);
1831 if (at->allowed)
1832 free_charlinks (at->allowed); 1692 if (at->allowed) free_charlinks (at->allowed);
1833 1693
1834 delete at->item; 1694 at->item->destroy (1);
1835 1695
1836 delete at; 1696 sfree (at);
1837} 1697}
1838 1698
1839void 1699void
1840free_artifactlist (artifactlist * al) 1700free_artifactlist (artifactlist *al)
1841{ 1701{
1842 artifactlist *nextal; 1702 artifactlist *nextal;
1703
1843 for (al = first_artifactlist; al != NULL; al = nextal) 1704 for (al = first_artifactlist; al; al = nextal)
1844 { 1705 {
1845 nextal = al->next; 1706 nextal = al->next;
1707
1846 if (al->items) 1708 if (al->items)
1847 {
1848 free_artifact (al->items); 1709 free_artifact (al->items);
1849 } 1710
1850 free (al); 1711 sfree (al);
1851 } 1712 }
1852} 1713}
1853 1714
1854void 1715void
1855free_all_treasures (void) 1716free_all_treasures (void)
1856{ 1717{
1857 treasurelist *tl, *next; 1718 treasurelist *tl, *next;
1858 1719
1859
1860 for (tl = first_treasurelist; tl != NULL; tl = next) 1720 for (tl = first_treasurelist; tl; tl = next)
1861 { 1721 {
1722 clear (tl);
1723
1862 next = tl->next; 1724 next = tl->next;
1863 if (tl->items)
1864 free_treasurestruct (tl->items);
1865 delete tl; 1725 delete tl;
1866 } 1726 }
1727
1867 free_artifactlist (first_artifactlist); 1728 free_artifactlist (first_artifactlist);
1868} 1729}

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